#ifndef _CUSTOM_UNLITCRP_
#define _CUSTOM_UNLITCRP_

sampler2D _MainTex;
float4 _MainTex_ST;

//float4 baseST = INPUT_PROP(_BaseMap_ST);
//	return baseUV * baseST.xy + baseST.
//zw;

struct Attributes
{
	float3 vertex : POSITION;
	float2 uv : TEXCOORD0;
};

struct Varyings
{
	float2 uv : TEXCOORD0;
                //UNITY_FOG_COORDS(1)
	float4 vertex : SV_POSITION;
};

Varyings vert(Attributes v)
{
	Varyings o;
	o.vertex = TransformObjectToHClip(v.vertex);
	o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.zw;
	o.uv.x += _SinTime.x;
	return o;
}

float4 frag(Varyings i) : SV_Target
{
	//float4 _GlossyEnvironmentColor;
	//float4 _SubtractiveShadowColor;
	//float4 unity_AmbientSky;
	//float4 unity_AmbientEquator;
	//float4 unity_AmbientGround;
	float4 col = tex2D(_MainTex, i.uv);
	return unity_AmbientSky;
}

#endif